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// Copyright 2006-2008 the V8 project authors. All rights reserved.
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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// * Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef V8_ZONE_H_
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#define V8_ZONE_H_
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namespace v8 {
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namespace internal {
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// Zone scopes are in one of two modes. Either they delete the zone
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// on exit or they do not.
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enum ZoneScopeMode {
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DELETE_ON_EXIT,
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DONT_DELETE_ON_EXIT
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};
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// The Zone supports very fast allocation of small chunks of
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// memory. The chunks cannot be deallocated individually, but instead
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// the Zone supports deallocating all chunks in one fast
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// operation. The Zone is used to hold temporary data structures like
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// the abstract syntax tree, which is deallocated after compilation.
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// Note: There is no need to initialize the Zone; the first time an
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// allocation is attempted, a segment of memory will be requested
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// through a call to malloc().
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// Note: The implementation is inherently not thread safe. Do not use
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// from multi-threaded code.
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class Zone {
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public:
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// Allocate 'size' bytes of memory in the Zone; expands the Zone by
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// allocating new segments of memory on demand using malloc().
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static inline void* New(int size);
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template <typename T>
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static inline T* NewArray(int length);
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// Delete all objects and free all memory allocated in the Zone.
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static void DeleteAll();
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// Returns true if more memory has been allocated in zones than
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// the limit allows.
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static inline bool excess_allocation();
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static inline void adjust_segment_bytes_allocated(int delta);
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private:
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// All pointers returned from New() have this alignment.
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static const int kAlignment = kPointerSize;
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// Never allocate segments smaller than this size in bytes.
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static const int kMinimumSegmentSize = 8 * KB;
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// Never allocate segments larger than this size in bytes.
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static const int kMaximumSegmentSize = 1 * MB;
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// Never keep segments larger than this size in bytes around.
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static const int kMaximumKeptSegmentSize = 64 * KB;
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// Report zone excess when allocation exceeds this limit.
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static int zone_excess_limit_;
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// The number of bytes allocated in segments. Note that this number
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// includes memory allocated from the OS but not yet allocated from
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// the zone.
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static int segment_bytes_allocated_;
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// The Zone is intentionally a singleton; you should not try to
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// allocate instances of the class.
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Zone() { UNREACHABLE(); }
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// Expand the Zone to hold at least 'size' more bytes and allocate
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// the bytes. Returns the address of the newly allocated chunk of
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// memory in the Zone. Should only be called if there isn't enough
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// room in the Zone already.
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static Address NewExpand(int size);
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// The free region in the current (front) segment is represented as
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// the half-open interval [position, limit). The 'position' variable
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// is guaranteed to be aligned as dictated by kAlignment.
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static Address position_;
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static Address limit_;
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};
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// ZoneObject is an abstraction that helps define classes of objects
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// allocated in the Zone. Use it as a base class; see ast.h.
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class ZoneObject {
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public:
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// Allocate a new ZoneObject of 'size' bytes in the Zone.
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void* operator new(size_t size) { return Zone::New(size); }
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// Ideally, the delete operator should be private instead of
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// public, but unfortunately the compiler sometimes synthesizes
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// (unused) destructors for classes derived from ZoneObject, which
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// require the operator to be visible. MSVC requires the delete
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// operator to be public.
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// ZoneObjects should never be deleted individually; use
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// Zone::DeleteAll() to delete all zone objects in one go.
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void operator delete(void*, size_t) { UNREACHABLE(); }
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};
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class AssertNoZoneAllocation {
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public:
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AssertNoZoneAllocation() : prev_(allow_allocation_) {
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allow_allocation_ = false;
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}
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~AssertNoZoneAllocation() { allow_allocation_ = prev_; }
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static bool allow_allocation() { return allow_allocation_; }
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private:
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bool prev_;
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static bool allow_allocation_;
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};
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// The ZoneListAllocationPolicy is used to specialize the GenericList
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// implementation to allocate ZoneLists and their elements in the
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// Zone.
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class ZoneListAllocationPolicy {
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public:
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// Allocate 'size' bytes of memory in the zone.
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static void* New(int size) { return Zone::New(size); }
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// De-allocation attempts are silently ignored.
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static void Delete(void* p) { }
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};
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// ZoneLists are growable lists with constant-time access to the
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// elements. The list itself and all its elements are allocated in the
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// Zone. ZoneLists cannot be deleted individually; you can delete all
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// objects in the Zone by calling Zone::DeleteAll().
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template<typename T>
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class ZoneList: public List<T, ZoneListAllocationPolicy> {
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public:
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// Construct a new ZoneList with the given capacity; the length is
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// always zero. The capacity must be non-negative.
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explicit ZoneList(int capacity)
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: List<T, ZoneListAllocationPolicy>(capacity) { }
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};
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// ZoneScopes keep track of the current parsing and compilation
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// nesting and cleans up generated ASTs in the Zone when exiting the
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// outer-most scope.
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class ZoneScope BASE_EMBEDDED {
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public:
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explicit ZoneScope(ZoneScopeMode mode) : mode_(mode) {
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nesting_++;
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}
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virtual ~ZoneScope() {
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if (ShouldDeleteOnExit()) Zone::DeleteAll();
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--nesting_;
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}
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bool ShouldDeleteOnExit() {
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return nesting_ == 1 && mode_ == DELETE_ON_EXIT;
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}
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// For ZoneScopes that do not delete on exit by default, call this
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// method to request deletion on exit.
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void DeleteOnExit() {
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mode_ = DELETE_ON_EXIT;
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}
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static int nesting() { return nesting_; }
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private:
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ZoneScopeMode mode_;
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static int nesting_;
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};
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template <typename Node, class Callback>
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static void DoForEach(Node* node, Callback* callback);
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// A zone splay tree. The config type parameter encapsulates the
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// different configurations of a concrete splay tree:
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//
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// typedef Key: the key type
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// typedef Value: the value type
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// static const kNoKey: the dummy key used when no key is set
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// static const kNoValue: the dummy value used to initialize nodes
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// int (Compare)(Key& a, Key& b) -> {-1, 0, 1}: comparison function
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//
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template <typename Config>
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class ZoneSplayTree : public ZoneObject {
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public:
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typedef typename Config::Key Key;
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typedef typename Config::Value Value;
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class Locator;
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ZoneSplayTree() : root_(NULL) { }
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// Inserts the given key in this tree with the given value. Returns
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// true if a node was inserted, otherwise false. If found the locator
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// is enabled and provides access to the mapping for the key.
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bool Insert(const Key& key, Locator* locator);
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// Looks up the key in this tree and returns true if it was found,
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// otherwise false. If the node is found the locator is enabled and
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// provides access to the mapping for the key.
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bool Find(const Key& key, Locator* locator);
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// Finds the mapping with the greatest key less than or equal to the
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// given key.
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bool FindGreatestLessThan(const Key& key, Locator* locator);
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// Find the mapping with the greatest key in this tree.
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bool FindGreatest(Locator* locator);
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// Finds the mapping with the least key greater than or equal to the
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// given key.
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bool FindLeastGreaterThan(const Key& key, Locator* locator);
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// Find the mapping with the least key in this tree.
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bool FindLeast(Locator* locator);
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// Remove the node with the given key from the tree.
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bool Remove(const Key& key);
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bool is_empty() { return root_ == NULL; }
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// Perform the splay operation for the given key. Moves the node with
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// the given key to the top of the tree. If no node has the given
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// key, the last node on the search path is moved to the top of the
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// tree.
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void Splay(const Key& key);
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class Node : public ZoneObject {
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public:
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Node(const Key& key, const Value& value)
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: key_(key),
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value_(value),
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left_(NULL),
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right_(NULL) { }
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Key key() { return key_; }
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Value value() { return value_; }
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Node* left() { return left_; }
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Node* right() { return right_; }
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private:
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friend class ZoneSplayTree;
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friend class Locator;
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Key key_;
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Value value_;
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Node* left_;
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Node* right_;
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};
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// A locator provides access to a node in the tree without actually
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// exposing the node.
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class Locator {
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public:
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explicit Locator(Node* node) : node_(node) { }
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Locator() : node_(NULL) { }
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const Key& key() { return node_->key_; }
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Value& value() { return node_->value_; }
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void set_value(const Value& value) { node_->value_ = value; }
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inline void bind(Node* node) { node_ = node; }
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private:
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Node* node_;
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};
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template <class Callback>
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void ForEach(Callback* c) {
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DoForEach<typename ZoneSplayTree<Config>::Node, Callback>(root_, c);
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}
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private:
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Node* root_;
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};
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} } // namespace v8::internal
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#endif // V8_ZONE_H_
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